Action Tasks
Action Tasks are tasks that the agent has to execute if the attached decision has been selected. They are executed either in sequence or in parallel, depending on the execution mode of the action list.
Execution Modes¶
After the agent finds out the best decision, it will execute the action list either in sequence or in parallel, depending on your choice. Currently, there are two execution modes for the action list:
- Sequence
- The actions will be run sequentially.
- If an action finishes in success, the agent will run the next action, and the action list will finish in success if the last action finishes in success.
- If an action finishes in failure, the action list will finish in failure.
- Parallel
- The actions will be run simultaneously.
- The action list will finish in success if all actions are finished in success.
- If any action finishes in failure, other actions will be aborted and the action list will finish in failure.
- ParallelComplete
- The actions will be run simultaneously.
- If any action finishes in success or failure, other actions will be aborted and the action list will return the child status immediately.
You can choose the execution mode you want by selecting it from this drop down menu:
MaxRepeatCount¶
It is the number of times to repeat the action list.
Note
- The action list only repeat if it is finished in success.
- If
MaxRepeatCount
<= 0 it will be repeated forever
You can change MaxRepeatCount
of the action list here:
Keep Running Until Finished¶
In case you want to prevent the current agent from making a new decision while the action list is running, you can check the option: Keep Running Until Finished in the Action List Editor.
Tip
- By enabling this option for important decisions, such as AttackEnemy, ChargeHealth, and ReloadAmmunition, it stops the agent from getting distracted by other non-important decisions. This helps reduce the oscillation between these important decisions and other non-important ones.
- For example, with AttackEnemy decision, you should enable this option because the agent needs to finish the attack before switching to another decision, such as RunAwayFromEnemy.
Note
- If you enable this option, the agent can only change its decision after the action list is finished, regardless of whether the scores of other decisions are higher than the current one.
- For example, with AttackEnemy decision, the agent can only switch to another decision after each attack is finished, even if the scores of other decisions such as RunAwayFromEnemy or ReloadAmmunition are higher than AttackEnemy.
- Additionally, if the score of the AttackEnemy decision remains the highest after each attack, the agent will keep running this decision.
To enable/disable Keep Running Until Finished option, you need to check/uncheck it in the Action List Editor:
Creating Action Tasks¶
-
To create a new action task, you need to create a new class inherited from
ActionTask
:
public class Wait : ActionTask { private float elapsedTime; public VariableReference<float> WaitTime = 1.0f; protected override void OnStart() { elapsedTime = 0; } protected override UpdateStatus OnUpdate(float deltaTime) { elapsedTime += deltaTime; if (elapsedTime > WaitTime) return UpdateStatus.Success; return UpdateStatus.Running; } }
-
To assign the action task to a decision, you need to go the the Action List Editor in Intelligence Tab, select the action type, then click the Create button:
Action Task Statuses¶
At runtime, action tasks have 4 statuses:
: Running
: Success
: Failed
: Aborted
Built-in Action Tasks¶
Currently, Utility Intelligence provides these built-in action tasks:
- Idle
- Log
- Wait
- RandomWait
- MoveTowards
- NavmeshMoveTowards
- DestroySelf
Properties and Functions¶
Properties¶
Here are some useful properties that you can use in your custom tasks:
Transform Transform { get; private set; }
GameObject GameObject { get; private set; }
UtilityAgentController AgentController { get; private set; }
Functions¶
GetComponent Functions¶
You can get any component attached to the GameObject by calling these functions:
Coroutine functions¶
We provides these functions to help you start/stop coroutines from action tasks:
void StartCoroutine(string methodName);
Coroutine StartCoroutine(IEnumerator routine);
Coroutine StartCoroutine(string methodName, object value);
void StopCoroutine(string methodName);
void StopCoroutine(IEnumerator routine);
void StopAllCoroutines();
Overridable Functions¶
Here is the list of functions you could override to make your actions works as you want:
-
Lifecycle Functions:
-
Collision/Trigger 3D:
-
Collision/Trigger 2D:
-
Animation:
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Created : March 31, 2024